As soon as I was creating the diffuse maps, I was using them to create reflection, specular, gloss, and bump maps.
Posing and Rendering in Max
Once I had finally textured the character, I rigged and posed him using the CAT System in Max. For the render I used mental ray and added two main lights, one as the main front light and one back light for the silhouette, both mr Sky Portal lights (Fig.22).
I also made a simple ground for it, as you can see on the final image, with some grass and tiny rocks, and rendered it together with the character.
Compositing in Photoshop
Besides the main render pass, I did some other passes to help me with the final compositing. I did a contact shadow pass using matte shadow, two rim lights (left and right) to highlight the silhouette even more, a mask and a depth of field pass (Fig.23), which I used together with the Lens Blur filter in Photoshop to add depth to the final composited scene.
This character was like a real 3D course for me. It helped me realize the stages I'm slower at in a production pipeline, so I can work on them, and it made me think up faster and better ways of doing things. I can't wait to finish a new piece and keep improving my techniques.
I hope you all enjoyed this tutorial and feel free to email me with any questions. Keep working with your passion! All the best, Bruno.
< previous page